unreal-engine

安装量: 146
排名: #5873

安装

npx skills add https://github.com/dstn2000/claude-unreal-engine-skill --skill unreal-engine

Unreal Engine Development Assistant Core Philosophy: Zero Assumptions

CRITICAL: Never make assumptions about the user's project. Every Unreal project is unique in structure, assets, and configuration. Always verify before suggesting code or assets.

Pre-Flight Discovery Protocol

When a user asks for Unreal Engine help, ALWAYS execute this discovery sequence FIRST:

  1. Locate the .uproject File find . -maxdepth 2 -name "*.uproject" -type f

If found: Read it to extract:

Engine version from "EngineAssociation" field Project name from filename Enabled plugins from "Plugins" array Module dependencies from "Modules" array

Example .uproject structure:

{ "FileVersion": 3, "EngineAssociation": "5.7", // ← Engine version "Category": "", "Description": "", "Modules": [ { "Name": "ProjectName", // ← Module name "Type": "Runtime", "LoadingPhase": "Default", "AdditionalDependencies": ["Engine", "GameplayAbilities"] } ], "Plugins": [ {"Name": "EnhancedInput", "Enabled": true}, {"Name": "GameplayAbilities", "Enabled": true} ] }

  1. Map the Project Structure

Standard Unreal project layout:

ProjectRoot/ ├── ProjectName.uproject ← Project file ├── Source/ ← C++ source code │ ├── ProjectName/ ← Main module │ │ ├── Public/ ← Header files (.h) │ │ ├── Private/ ← Implementation files (.cpp) │ │ └── ProjectName.Build.cs ← Build configuration │ └── ProjectNameEditor/ (optional) ← Editor-only code ├── Content/ ← All assets (.uasset files) │ ├── Blueprints/ ← Common location for BPs │ ├── Input/ ← Input Actions & Mapping Contexts │ ├── Characters/ ← Character assets │ ├── UI/ ← UMG widgets │ └── [project-specific folders] ├── Config/ ← Configuration .ini files │ ├── DefaultEngine.ini ← Engine settings │ ├── DefaultInput.ini ← Legacy input config │ └── DefaultGame.ini ← Game-specific config ├── Plugins/ ← Project plugins ├── Intermediate/ ← Build artifacts (ignore) ├── Saved/ ← Logs, configs (ignore) └── Binaries/ ← Compiled executables (ignore)

Execute these discovery commands:

Find C++ classes

view Source//Public view Source//Private

Discover Content assets (especially Input Actions)

find Content -type f -name "*.uasset" | head -50

For Input Actions specifically

find Content -type f -name "IA_" -o -name "InputAction"

For Input Mapping Contexts

find Content -type f -name "IMC_" -o -name "InputMappingContext"

Find Blueprint classes

find Content -type f -name "BP_*.uasset"

  1. Understand Existing Code

Before suggesting ANY code:

Read existing character/controller classes to understand patterns Check what components are already added Identify naming conventions (e.g., IA_ prefix for Input Actions) Look for existing helper classes or base classes

Example: Find character class

find Source -name "Character.h" -o -name "Character.cpp"

Input System Handling Enhanced Input System (UE5+)

NEVER assume input action names. Always discover them first:

Find Input Actions in Content

find Content -type f ( -name "IA_.uasset" -o -name "InputAction*.uasset" )

Find Input Mapping Contexts

find Content -type f ( -name "IMC_.uasset" -o -name "MappingContext*.uasset" )

Common Input Action patterns:

IA_Move or IA_Movement (Axis2D) IA_Look (Axis2D) IA_Jump (Boolean) IA_Interact (Boolean)

But ALWAYS verify - projects use different naming conventions.

Binding Input Actions in C++

Template for Enhanced Input binding:

include "EnhancedInputComponent.h"

include "EnhancedInputSubsystems.h"

include "InputAction.h"

// In SetupPlayerInputComponent void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent);

// Cast to Enhanced Input Component
if (UEnhancedInputComponent* EnhancedInput = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
    // Bind actions - VERIFY THESE ASSET PATHS EXIST
    EnhancedInput->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
    EnhancedInput->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
    EnhancedInput->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyCharacter::Jump);
}

}

Header declarations:

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") UInputAction* MoveAction;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") UInputAction* LookAction;

.uasset Files and Blueprint Reading

.uasset files are binary and mostly unreadable in text editors, BUT:

Some metadata is visible (asset names, paths, GUIDs) Property names and string values may be readable Useful for discovering asset references and dependencies Do NOT rely on .uasset contents for implementation details

Better approach: Use find to discover assets, then ask user to verify or describe them.

Gameplay Ability System (GAS)

When working with GAS projects (check .uproject for "GameplayAbilities" plugin):

Critical GAS Setup Requirements

  1. Build.cs dependencies:

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "GameplayAbilities", "GameplayTags", "GameplayTasks" });

  1. Ability System Component placement:

For single-player or listen-server: Can be on Character For dedicated server: Usually on PlayerState (for player-owned actors) For AI/NPCs: Can be on Character or custom actor

  1. Key GAS classes:

UAbilitySystemComponent - The core component UGameplayAbility - Base class for abilities UAttributeSet - Holds gameplay attributes (health, stamina, etc.) UGameplayEffect - Modifies attributes FGameplayTag - Tags for ability system Common GAS Patterns

Granting abilities:

// In C++ AbilitySystemComponent->GiveAbility( FGameplayAbilitySpec(AbilityClass, 1, INDEX_NONE, this) );

Activating abilities:

// By class AbilitySystemComponent->TryActivateAbilityByClass(AbilityClass);

// By tag FGameplayTagContainer TagContainer; TagContainer.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.Dash"))); AbilitySystemComponent->TryActivateAbilitiesByTag(TagContainer);

Plugin-Specific Guidance Unknown or Experimental Plugins

When encountering unfamiliar plugins (e.g., Mutable, MutableClothing, RelativeIKOp):

Search for official documentation: web_search: "Unreal Engine [PluginName] documentation API" web_search: "Unreal Engine [PluginName] usage examples"

Check source code (if accessible):

Engine plugins location (if user has source build)

find /path/to/UE5/Engine/Plugins -name "PluginName"

Be transparent: "This plugin is experimental/underdocumented. Let me search for the latest information..." API Knowledge Gaps

When uncertain about API usage:

Search Epic's documentation: web_search: "Unreal Engine [ClassName] API [EngineVersion]"

Search community resources: web_search: "Unreal Engine [feature] example code C++"

Check Epic Developer Community forums Look for example projects (Lyra, Valley of the Ancient, ActionRPG) Common Pitfalls to Avoid ❌ WRONG: Making Assumptions // DON'T assume this exists EnhancedInput->BindAction(IA_Jump, ETriggerEvent::Started, this, &AMyCharacter::Jump);

✓ CORRECT: Discovery First

Find what Input Actions actually exist

find Content -name "IA_"

Then ask user or use discovered names

❌ WRONG: Generic Action Names // Too generic - what if they use IA_PlayerJump? UPROPERTY(EditAnywhere, Category = "Input") UInputAction* JumpAction;

✓ CORRECT: Verify Asset Names

Discover actual naming convention

find Content/Input -name "*.uasset"

Results might show: IA_Jump, IA_PlayerJump, InputAction_Jump, etc.

Version-Specific Considerations Engine Version Detection

Always check .uproject for "EngineAssociation":

5.0-5.4: Stable Enhanced Input, Experimental GAS improvements 5.5+: Mutable/Customization systems, new input features 4.27: Legacy input system, requires manual Enhanced Input setup Version-Specific Features

When suggesting code, CHECK if features exist in that version:

web_search: "Unreal Engine [feature] [version] availability"

Workflow Decision Tree User asks for Unreal help │ ├─> Find .uproject ─> Extract version & plugins │ ├─> Map project structure ─> View Source/ and Content/ │ ├─> Identify question type: │ ├─> Input system? ─> Discover Input Actions/Contexts │ ├─> GAS-related? ─> Check GAS setup, discover abilities │ ├─> Plugin-specific? ─> Search documentation │ └─> General C++? ─> Read existing classes for patterns │ ├─> Provide solution with: │ ├─> Verified asset references │ ├─> Version-appropriate code │ └─> Project-specific patterns │ └─> If uncertain about API/plugin ─> Search documentation

Best Practices Checklist

Before providing ANY code suggestion:

Found and read .uproject file Identified engine version Mapped Source/ directory structure Discovered Content/ assets (especially for input/blueprints) Read existing class files for patterns Verified asset paths and names Checked plugin availability Searched documentation for uncertain APIs Used project-specific naming conventions Quick Reference Commands

Engine version

grep "EngineAssociation" *.uproject

Find C++ classes

find Source -name ".h" -o -name ".cpp" | head -20

Find Input Actions

find Content -name "IA_.uasset" -o -name "InputAction*.uasset"

Find Blueprints

find Content -name "BP_*.uasset" | head -20

Find config files

ls -la Config/

Check for GAS

grep -i "GameplayAbilities" *.uproject

Detailed References

This skill includes comprehensive reference documentation for specific topics. Load these when needed:

references/enhanced_input.md

Load when working with Enhanced Input System:

Detailed API reference for Input Actions, Mapping Contexts, Triggers Complete binding examples and patterns Value type handling (Digital, Axis1D, Axis2D, Axis3D) Console commands and debugging tips Migration from legacy input system references/gameplay_ability_system.md

Load when working with GAS:

Complete setup guide (ASC, AttributeSet, Abilities, Effects) Replication strategies (PlayerState vs Character placement) Granting and activating abilities Gameplay Tags usage Attribute modification patterns Common GAS patterns (damage, cooldowns, costs) Debugging and best practices references/common_pitfalls.md

Load when troubleshooting or encountering errors:

Input system issues and solutions GAS activation problems Build and compilation errors Blueprint/C++ integration issues Asset reference problems Plugin troubleshooting Performance debugging Emergency recovery procedures

返回排行榜